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Messages - Urist McTravis

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1
DF Modding / Re: increased yield for mining/woodcutting?
« on: August 12, 2011, 09:08:13 am »
genious. thank you sir!

2
DF Modding / increased yield for mining/woodcutting?
« on: August 12, 2011, 08:43:20 am »
does anyone know if it's possible to modify woodcutting to yield more than 1 wood per tree? say, 1 to 3 pieces of wood, determined either randomly or by the skill of the woodcutter. same same for mining and stone. i'm trying to think of ways to make above ground forts more achievable...

3
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 12, 2011, 08:40:29 am »
oops! wrong subforum, reposting in modding section.

4
DF Gameplay Questions / a question about scale...
« on: April 17, 2011, 02:57:55 am »
i'm sure this has been done before, but assuming each dwarf occupies a tile 1m x 1m, what is the size of a large world map? would it be an area the size of europe or something considerably smaller, england maybe?

any thoughts?

5
DF Dwarf Mode Discussion / The easy way around aquifers...
« on: April 16, 2011, 04:37:49 am »
Just worked out an eay way around an aquifer...

so, i embarked on an area with a massive river and a small waterfall from a brook running in to it. aquifer about 4 layers down ran for 3 layers or so. i decided i couldn't be arsed pumping water from successive layers as i dug so all i did was construct stairs down the side of the cliff the river ran under from the top where i embarked to the first rock layer. once there i used that one single point as an entrance to the fort. for farming, rather than irrigate i dug out from the fort to the cliff edge again and built stairs up to the dirt above the aquifer, where i promptly set up a massive plump helmet far. then, deciding i didn't want to worry about time consuming plumbing i dug a one tile hole in to the aquifer and placed a well.

i now love aquifers;
-secure entrance
-secure food
-secure water
-easy setup

any thoughts from the crowd? i'm thinking of using the aquifer to crack a second waterfall above the entrance for visual effect.

6
DF Suggestions / Re: Custom templates for world map villages
« on: August 15, 2010, 01:09:16 am »
doubleposting, but i just found this :P

http://www.bay12forums.com/smf/index.php?topic=63054.0

7
DF Suggestions / Custom templates for world map villages
« on: August 15, 2010, 01:02:00 am »
so i was thinking about implementing something along the lines of what spore does.

have the game present you with a list of buildings for a given culture, eg humans:

-1 bed house
-2bed house
-inn
-meeting hall

you select one of these buildings and the game brings up a screen with the current standard building of that type. from there you can modify the building as if you were building it in fortress mode, withing a standard footprint size area.

when you are happy with the design you save it either alongside or over the top of the standard template and the game then uses your new design in procedurally generated human towns. essentially you create your own library of building designs that the game uses to populate the world.

this would alleviate the problem of having very same-ish buildings accross the world, bare, lifeless looking fortresses made up basically of a hollow cube. you could even go so far as to have the designs saved to their own folder, allowing them to be made available in the same manner as the many and varied graphical tilesets we use.


what would everyone think of something like this??

i just hope toady see it and likes the idea.

8
so i'm trying to get df working on my g/f's mac, when i run the game it immediately says there is no default program set to run df in and asks me to set one... how do i get past this? anyone?

9
DF Dwarf Mode Discussion / Re: Curb stomp > than weapons?
« on: June 23, 2010, 02:50:03 am »
Yeah, five angry dwarves should be able to deliver 200 punches/kicks, enough to subdue most creatures of flesh. I like to embark with 4-8 copper swords (28 coin each).
I hate the invulnerable_to_all_combat beasts, made of amber or metal, they are the movie monster The Blob. 3000 sword swings cannot stop them, only break all limbs. Always nice when a mindless demigod shows up just because you made 50 000 coin worth of weapons and mugs.

i thought you just quoted the title of that ben folds five song 'one angry dwarf and 200 solemn faces'. i nearly evacuated my bowels with laughter...

10
DF Modding / How do i make picks a weapon?
« on: May 02, 2010, 02:15:06 am »
i am trying to enable picks as a weapon that i can assign to military dwarves, such that if i assign miners to the military they don't drop their picks when i activate them. they show up as a foreign weapon in the uniforms/weapons screen.

is it as simple as adding the line:

[WEAPON:ITEM_WEAPON_PICK]

into the entity_default file in the raws? is there a step i am missing?

11
DF Dwarf Mode Discussion / Re: Weapon research
« on: April 30, 2010, 11:00:35 am »
does anyone know where picks rate as weapons in 2010? i usually run a miners militia early game. wondering how efficient it is in this version.

12
DF Dwarf Mode Discussion / Re: regenning my world. can i keep my save?
« on: April 09, 2010, 07:36:02 am »
bummer. well thanks anyhow :)

13
DF Dwarf Mode Discussion / regenning my world. can i keep my save?
« on: April 09, 2010, 07:23:47 am »
can anyone tell me how to regenerate my world (if possible) so i can keep my save game? the reason being i can not assign nobles and i've been told that regenning the world is the only workaround.

14
DF Dwarf Mode Discussion / Melting Ice...
« on: April 08, 2010, 05:47:32 am »
can it be done without the use of lava? i thought i read somewhere if you take it underground a few levels it melts... any thoughts??

15
DF Dwarf Mode Discussion / Re: So i started without a leader...
« on: April 06, 2010, 09:37:49 am »
wow you really did mean regen the world hey, just tried to reclaim with the same result. bummer.

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